Advanced Artistic Techniques for Games
GDD
302 & 402
Topics by Week
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Intro to Procedural Modeling <<Demo>>
Procedural Modeling Continued Subnet Inputs, Custom Parameters, Limited Ranges <<Fancier Table Demo>>
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Procedural Noise <<Crowd Dancing Demo>>
Procedural Environment Design <<Hilly Forest Demo>>
Procedural Forest Design and Tree Rules <<Joshua Tree Donut Tutorial>>
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Exporting from Houdini and Shadercraft Intro <<Holographic Cow Pickup Demo>>
Texture/Object Shaders <<HoloteaCup Shader>>
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Shaders for Object Motion <<Flapping Remy Demo>>
Fractured Objects and Shattering Meshes <<The Famous Shield Demo>>
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Houdini Crag Shatter, Pyro FX, and Intro to Unity VFX Graph << PortalTorus Intro Demo>>
Animal Magical VFX (Skinned Mesh VFX) <<Burning Bear Demo>>
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Peter Cybriwsky of nGen - Brainstorming Unique Gameplay Mechanics, Data as Art, and Procedural Creations, <<Guest Lecture>>
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UV Mapping Creatively to Generate Special Weapons <<Poison Scythe Demo>>
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Post Processing
Procedural Modeling
Intro to Houdini
Shaders
Intro to Shaders <<Dissolve & Expand Demo>>
Shader Crowdsourcing <<Laser Example>>
Mesh Shaders <<Lava Arc Demo>>
Mesh Shaders, Weapon Shaders, ItemEffect Shaders, View Shaders